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Build A Cure

Build A Cure Rulebook

Table of Contents

Table of Contents

  • Before You Begin
    • 1-2 Players
    • 1 Player
  • All players win if...
  • All players lose if...
  • Setup
    • Turn Guide
    • Hand Limits
  • Elements
  • Bonding
    • Simple Covalent Bond
    • Polar Covalent Bond
    • Complex Covalent Bond
  • Suggested Game Layout
  • Diseases
  • Resource Cards
    • EXPOSURE!
    • Recycle Element
    • Recycle Resource
    • Fission Reduction
    • Oranges
    • Immunity
    • Mystery Element
    • Quarantine
    • Ultimate Sacrifice
  • Symptom/Event Cards
    • Asphyxia
    • Catastrophe
    • Contagion
    • Dizziness
    • Fatigue
    • Fission Removal
    • Unconscious
    • Unstable Elements
    • No More Resources

Before You Begin

If you are playing:

1-2 Players

  • Remove Sulfur 2 from the Resource Deck.
  • Remove Glanders & Arsenic Poisoning from the Disease Deck.
  • Only play with 8 EXPOSURE! cards.

1 Player

  • In addition, remove Anthrax & Contagion from the Disease Deck.
  • Only play with 6 EXPOSURE! cards. Ignore all negative effects located at the top of the disease cards.

All players win if...

Your team cures all of the active Diseases!

All players lose if...

  1. Any uncured Diseases remain on the table after all cards from the Resource Deck have been played.
  2. There are 4 uncured Diseases in play when a Contagion card is drawn.
  3. There are 5 uncured diseases in play at the end of any player's turn.

Setup

  1. Give each player three matching Markers.

  2. Separate the Disease Deck from the Resource Deck.

  3. Remove all of the EXPOSURE! cards from the Resource Deck.

  4. Shuffle & split the Resource Deck into 3 piles.

  5. Shuffle 3 EXPOSURE! cards into each of the 3 piles, and then stack the three piles to make the Resource Deck.

    • a. Insert the 10th EXPOSURE! card into the middle of the Resource Deck and place the deck on top of the "Ultimate Sacrifice" and "No More Resources" cards. (Page 9)

    [First Game: Use fewer EXPOSURE! cards to decrease the level of difficulty. It is recommended that you use 6-7 cards for your first game.]

  6. A disease needs to be assigned to someone in order to start the game:

    • a. Deal out 1 card from the Disease Deck to each player, until one disease card (formula bar at the bottom) has been found. If the disease is scurvy, you can choose to keep going until you find another Disease.
    • b. That disease will be assigned to that person until it is cured.
    • c. Reshuffle any Symptom cards revealed back into the Disease Deck, and return it to the table.
  7. Deal Resource cards to each person. (Open Hand)

    • 1 Player: 10 Cards (5 Actions per turn)
    • 2 Players: 7 Cards (3 Actions per turn)
    • 3-5 Players: 5 Cards (3 Actions per turn)
    • 6 Players: 4 Cards (3 Actions per turn)

Turn Guide

  1. Collect your markers and discard any unbound element cards.
  2. Draw two cards from the Resource Deck.
  3. Play up to three of the following actions:
    • Place an Element card on a Disease, along with markers for any unbound elements.
    • Play a Bond or Resource card.
    • Give a card into another player's hand.
    • Draw an additional card from the Resource Deck.
  4. All players discard down to hand limit.

Hand Limits

  • 1 Player: 10 Cards
  • 2 Players: 7 Cards
  • 3-5 Players: 5 Cards
  • 6 Players: 4 Cards

Elements

Element cards can be played as an action onto any Disease on the table.

The method for curing a disease is for the numbers on the Element cards to add up to each element's count on the Disease card.

Place unbound elements to the left of the Disease card and place your player marker on the Element card. (Seen below)

If the element remains unbound by your next turn, it will be removed from the Disease and added to the Resource discard pile. (Bonding is explained on the next page)

Examples of all of the single Element cards from the Resource Deck: Carbon 1, Hydrogen 1, Nitrogen 1, Oxygen 1, Sulfur 1.

Bonding

In order to cure a Disease you must bond all of the elements together that complete the chemical compound for the cure.

Difference between a compound and an element:

  • Element: Single Card
  • Compound: Two or more cards bound together.

When a compound is formed, it is its own entity, and will survive indefinitely.

When a Bond card is played, it is immediately placed onto the top of the discard pile. Markers that were placed on the Element cards are returned to the players, and the new compound is placed on the right side of the Disease card.

Bond cards:

  • Simple Covalent Bond (5 Cards): Combine two elements.
  • Polar Covalent Bond (8 Cards): Combine any two items together.
  • Complex Covalent Bond (10 Cards): Combine any number of elements and/or compounds.

Simple Covalent Bond

A Simple Covalent Bond is used to bond two element cards. They cannot bond more than two elements, and cannot bond anything to a compound.

Example: A player bonds Hydrogen 10 element with an Oxygen 4 element. The result is a single compound.

Polar Covalent Bond

A Polar Covalent Bond will bond two elements, an element and a single compound, or two compounds.

Example: A player bonds Hydrogen 10 element with a compound containing a Hydrogen 10 and an Oxygen 4. The result is a single compound.

Complex Covalent Bond

A Complex Covalent Bond will bond any number of elements or compounds.

Example: A player bonds Carbon 4, Nitrogen 2, a compound consisting of Hydrogen 10 and Carbon 2, and a compound consisting of Hydrogen 10 and Oxygen 4. The result is a single compound on the Avian Influenza card (cure Tamiflu: C16 H28 N2 O4) holding Carbon 4, Carbon 2, Hydrogen 10, Nitrogen 2 and Oxygen 4.

*** Stacking will be introduced later ***

Suggested Game Layout

  • Draw & Discard Decks: Resource Deck (with "No More Resources" card at the bottom), Resource Discard, EXPOSURE! Discard, Disease Deck, Disease Discard.
  • Player's Hand: Resource cards, with Markers.
  • Players' Diseases: Unbound Elements to the left of the Disease card, Completed Elements, and Compounds to the right.

Diseases

When a disease is drawn, it is assigned to the player that picked it up, along with the negative effects stated at the top. The disease cannot be transferred to another player. The only way to avoid a disease is to play an Immunity card from the active player's hand.

The disease can only be cured by bonding the exact number of elements into a single compound. The disease will remain in effect until the cure has been completed and bound together.

Once the disease is cured, the Disease card is moved to the Disease discard pile, the Elements cards are moved to the Resource discard pile. The negative effects are negated immediately.

Example: If Poison is cured during the holder's turn, then they will no longer lose their last action.

These are the seven diseases (name, negative effect, cure):

  • Anthrax: Draw one less card per turn. Cure: Penicillin C9 H11 N2 O4 S1
  • Arsenic Poisoning: You cannot use bond cards while this card is in play. Cure: Dimercaprol C3 H8 O1 S2
  • Avian Influenza: Hand limit decreased by one. Cure: Tamiflu C16 H28 N2 O4
  • Glanders: You cannot give cards, or accept cards into your hand from other players. Cure: Tetracycline C22 H24 N2 O8
  • Malaria: Lose one Element card at the end of each turn. Cure: Artesunate C19 H28 O8
  • Poison: Take one less action per turn. Cure: Atropine C17 H23 N1 O3
  • Scurvy: Draw two cards any time you draw from the Disease Deck. Cure: Vitamin C C6 H8 O6

Resource Cards

EXPOSURE!

EXPOSURE! cards will signify when a player must draw one card from the Disease Deck (unless they are suffering from Scurvy, meaning they will draw two cards). This card is then immediately discarded.

Recycle Element

Retrieve any element card from the Resource discard pile. Once used, this card is discarded.

Recycle Resource

Retrieve one resource card (Non-Element card) from the Resource discard pile. Once used, this card is discarded.

Fission Reduction

Remove up to three element cards from one Disease on the table. The retrieved cards go into hand of the teammate who plays the card. Each movement counts as one action.

Oranges

Oranges can serve two purposes:

  1. Protect one teammate from the negative effects of their disease or symptom on their next turn.
  2. Cure Scurvy. Any Element cards already on Scurvy are discarded.

This card must be played as an action on the holder's turn.

Immunity

The player with this card is immune from the next Disease assigned to them. It also blocks the effects of Contagion. This card has no effect on Diseases or Symptoms already on the table. This card may be traded, but it may only be used once, then it is discarded and may not be recycled.

Mystery Element

Use this card to represent any Element card that can be found within the game. After being discarded, this card may be recycled and used as a new Element with a new value.

Quarantine

When you draw this card, you are immediately placed in Quarantine. While you possess this card, you may not give cards to other players or play cards onto other players' diseases. You may discard this card at any time (as one action) to leave Quarantine. This card may be recycled with a Recycle Resource card.

Ultimate Sacrifice

If the holder of this card is in Quarantine, and no other players have a disease, the holder can use this card to sacrifice themselves to allow the other team members to win the game. This card should be placed onto the bottom of the Resource Deck during game setup, and should not be available until all of the Resource cards have been drawn. (Card text: This card can only be played once there are no more resources.)

Symptom/Event Cards

Asphyxia

You may not draw cards or take any actions until another teammate gives you an Oxygen Element card.

Catastrophe

Draw and discard the next five cards from the Resource Deck. Play any EXPOSURE! cards as if drawn.

Contagion

If there are four active diseases, the game is lost. If the drawer of this card has a disease, all other players draw one card from the disease deck.

Dizziness

Discard all bond cards from the player's hand, and pick up one Resource card for every Bond card discarded.

Fatigue

The player must stop all of their actions and skip the remainder of this turn.

Fission Removal

All Fission cards must be discarded immediately from all players' hands.

Unconscious

Discard your entire hand and lose the remainder of this turn. At the start of your next turn, draw the number of cards indicated on page 4.

Unstable Elements

All unbound Elements (cards on the table having markers) must be discarded when this card is drawn.

No More Resources

This card can be placed at the bottom of the Resource Deck, and rotated 90 degrees, to signify when all of the Resource cards are gone.

  • If any player received an EXPOSURE! card, wait until their turn to exchange it for a card from the Disease Deck.

  • Begin left of dealer, per the Turn Guide.